The Kill Teams have battled it out over the haunted surface of Hubris, fighting each other and the warp geists. Now, as a Night Lords fleet blasts its way into orbit and prepares for a massive deployment, the Kill Teams must race to claim the final secret of Hubris: a weapon locked away for millennia in a stasis vault. A weapon so terrible, the people of Hubris only used it once, ten thousand years ago, when the VIII Legion invaded their world to bring them into Imperial Compliance. A weapon that actually cut a Primarch. A weapon that now, ten thousand years later, still glistens with three drops of Konrad Curze’s blood…

The Kill Teams
Players choose a 125-point Kill Team from their command rosters for this mission as normal, and must obey all normal restrictions. (One leader, up to three specialists, limits on sergeants, gunners, etc.) Selections from the new Kill Team: Elites book may be taken. If both players wish, they may make this mission as a Commander mission, upping the Kill Teams to 200 points, which includes their respective Commanders.

Important note: The point values of the Kill Teams is increased to 125 for this mission (and any mission played in the final round). The sub-faction rules presented in Kill Team: Elites will NOT be used.

The Battlefield
This mission is played in a standard 22” by 30” Killzone: Sector Imperialis. (Other Killzones may be selected if both platers agree.) Set up terrain as desired. Set up one objective marker in the center of the board, and then set four more up; each should be midway between the center of the battlefield and a corner of the battlefield.

Deployment zones up to 6” along the short edges of the board.

Scouting Phase
Resolve the Scouting phase as described in the Core Manual.

Deployment
The players each roll 2D6; the player with the higher score has the greater strategic advantage. (Reroll ties as needed.) The player with the greater strategic advantage then chooses their deployment zone, and their opponent gets the opposing deployment zone. The players then take it in turn to deploy one model from their Kill Team, in the order of lesser to greater advantage. Models must be set up wholly within their deployment zone. If a player runs out of models to set up, their opponent finishes deployment. Once the players have set up all their models, deployment ends and the first battle round begins.

Battle Length
At the end of a battle round, if all of one player’s models are shaken or out of action, or if a player has recovered the objective (see below), the battle ends. Otherwise, at the end of battle round 5, the player with the greatest strategic advantage rolls a D6. The battle continues on a 3+, otherwise the battle ends. If the battle doesn’t end as described above, at the end of battle round 6, the player with the greatest strategic advantage rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 7.

Victory Conditions
If the battle ends because all of one player’s models are shaken or out of action, their opponent wins. Otherwise, the player who recovers the objective wins. If the objective is still on the board at the end of the game, the game is a draw.

Recover the Objective: At the end of each battle round, the players take it in turn to roll a dice for each objective marker they control, starting with the player with the lesser strategic advantage. If a player rolls a 6 for an objective marker, that objective is the stasis vault; remove all other objective markers. If the die result is not a 6 remove that objective marker; it was a false positive. If four objective markers are removed as false positives, the remaining fifth objective is automatically the vault. A model can carry the vault (players can substitute a small crate or other model if they wish to represent the vault) if it is within 1” on the vault and there are no enemy models within 1” at the start of their move (shaken models do not count). After the carrier has moved, or if it is taken out of action, place the vault within 1” of it. The player carrying the vault must carry it off their opponent’s short board edge. The carrying model may exit the board in their Movement phase if that model’s move is sufficient to take it wholly over the edge of the battlefield. The model that does so has recovered the objective (it is not considered to be out of action.)

Mission Specific Tactics
• Swift Advance: Use this Tactic at the start of the Movement phase. Until the end of the phase, add 1 to the Move characteristic of all models in your kill team that advance. (1 Command Point)
• Frenzied Search: Use this Tactic at the end of the battle round, before any player makes rolls to determine whether they discover the objective. You can re-roll rolls you make to determine whether you discover the objective in this battle round. (1 Command Point)

Please post results (win, loss, draw) on this thread. This is an all-or-nothing mission, and there are no victory points. Thank you!